Base Class: Blood Hunter
Initiates of this order are taught a ranged fighting style, skillfully keeping their foes at bay. Though deemed "demon slayers," they prey upon all that is strange and wicked, be it aberration or monstrosity.
Demon Slayer’s Rage
By choosing this archetype at 3rd level, your Hunter's Bane now includes aberrations and monstrosities, and you learn Rite of the Purged.
Rite of the Purged. Force damage is your rite type. The first time your Crimson Rite die hits an aberration, fey, fiend, monstrosity, or undead, it deals maximum damage.
Silver Bolts
At 3rd level, you ignore the loading property of crossbows. You use the Crimson Rite with a crossbow and the ammunition you discharge is treated as silvered.
Vault
By the 7th level of the program, you are trained to maintain distance expertly. You can move up to 15 feet while ignoring difficult terrain and without provoking opportunity attacks as long as you don't wear heavy armor.
If a hostile creature moves within 10 feet of you, you can do this as a bonus action. This costs 15 feet of movement if used as a bonus action.
If you use your next weapon attack against a hostile creature within 30 feet of the place where you ended the Vault, you have advantage until the end of your turn.
Rapid Fire
At 11th level, you trade accuracy for firepower and fuel rage into your attacks. If, on your turn, you take the Attack action and have the advantage on a ranged attack roll against one of the targets, you can use that advantage to make an additional weapon attack against that target during the same action. You can only do this once per turn.
Preternatural Instinct
Starting at 15th level you gain proficiency in Dexterity Checks. You can also use your reaction to Vault after succeeding a Dexterity saving throw or when an attack you can see misses you. If you end the Vault out of the area or line of effect of the triggering event, you ignore it completely.
Lethal Marksman
At 18th level, you can uncover weaknesses in your enemy's defenses by repeatedly attacking it. Your next ranged weapon attack that hits a creature that you've hit twice since the start of your turn will critically strike it.
Previous Versions
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